Share:


User experience evaluation and creativity stimulation with augmented reality mobile applications

    Vida Davidavičienė Affiliation
    ; Jurgita Raudeliūnienė Affiliation
    ; Rima Viršilaitė Affiliation

Abstract

While customer information and knowledge need transform in the context of globalization and technological change, it is important for organizations to efficiently meet new and changing needs and stimulate consumer creativity through the use of augmented reality mobile applications. In order to solve this kind of problem, it is important to evaluate mobile applications with respect to user experience. The purpose of this study is to evaluate alternative research methods for user experience assessment in augmented reality, to determine whether the selected user experience survey method is suitable for augmented reality mobile applications’ evaluation, and to identify features, which would improve augmented reality mobile applications in order to enhance users’ creativity and positive attitude. The article presents the analysis of theoretical aspects of evaluation of augmented reality mobile applications, the concept of the augmented reality, the augmented reality mobile application evaluation results and the recommendations for the user’s creativity stimulation. Research methods such as scientific literature analysis and user experience survey are used to achieve the purpose of the article.

Article in English.


Vartotojo patirties vertinimas ir kūrybiškumo skatinimas papildytosios realybės mobiliosiomis programomis

Santrauka

Globalizacijos ir technologijų pokyčių kontekste kintant vartotojų informaciniams ir žinių poreikiams, organizacijoms svarbu efektyviai tenkinti naujus besikeičiančius poreikius ir skatinti vartotojų kūrybiškumą naudojant papildytosios realybės mobiliąsias programas. Siekiant išspręsti tokio pobūdžio problematiką, svarbu įvertinti papildytosios realybės mobiliąsias programas vartotojo patirties atžvilgiu. Šiuo tyrimu siekiama įvertinti alternatyvius vartotojo patirties tyrimo metodus papildytojoje realybėje, taip pat nustatyti, ar pasirinkti vartotojų patirties tyrimo metodai yra tinkami papildytosios realybės mobiliosioms programoms vertinti ir identifikuoti charakteristikas, kurios pagerintų papildytosios realybės mobiliąsias programas, siekiant padidinti vartotojų kūrybiškumą. Straipsnyje pateikiama papildytosios realybės mobiliųjų aplikacijų vertinimo teorinių aspektų analizė, papildytosios realybės koncepcija, pristatomi papildytosios realybės mobiliųjų aplikacijų vertinimo rezultatai ir vartotojo kūrybiškumo skatinimo rekomendacijos. Straipsnio tikslui pasiekti taikyti tokie tyrimo metodai, kaip mokslinės literatūros analizė ir vartotojo patirties tyrimas.

Reikšminiai žodžiai: papildytoji realybė, vartotojo kūrybiškumo skatinimas, mobilioji programa, vartotojo patirties vertinimas.

Keyword : augmented reality, customer creativity stimulation, mobile application, user experience assessment

How to Cite
Davidavičienė, V., Raudeliūnienė, J., & Viršilaitė, R. (2019). User experience evaluation and creativity stimulation with augmented reality mobile applications. Creativity Studies, 12(1), 34-48. https://doi.org/10.3846/cs.2019.3576
Published in Issue
Mar 15, 2019
Abstract Views
1991
PDF Downloads
1392
Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.

References

Abd Majid, N. A., Mohammed, H., & Sulaiman, R. (2015). Students’ perception of mobile augmented reality applications in learning computer organization. Procedia – Social and Behavioral Sciences, 176, 111-116. https://doi.org/10.1016/j.sbspro.2015.01.450

Akram, U., Hui, P., Khan, M. K., Yan, Ch., & Akram, Z. (2018). Factors affecting online impulse buying: Evidence from Chinese social commerce environment. Sustainability, 10(2), 1-28. https://doi.org/10.3390/su10020352

Akrout, H., Diallo, M. F., Akrout, W., & Chandon, J.-L. (2016). Affective trust in buyer-seller relationships: A two-dimensional scale. Journal of Business & Industrial Marketing, 31(2), 260-273. https://doi.org/10.1108/JBIM-11-2014-0223

Albertazzi, D., Okimoto, M. L., & Gitirana Gomes Ferreira, M. (2012). Developing an usability test to evaluate the use of augmented reality to improve the first interaction with a product. Work, 41, 1160-1163.

Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators and Virtual Environments, 6(4), 355-385. https://doi.org/10.1162/pres.1997.6.4.355

Berryman, D. R. (2012). Augmented reality: A review. Medical Reference Services Quarterly, 31(2), 212-218. https://doi.org/10.1080/02763869.2012.670604

Billinghurst, M., Clark, A., & Lee, G. (2015). A Survey of augmented reality. Foundations and Trends in Human-Computer Interaction, 8(2-3), 73-272. https://doi.org/10.1561/1100000049

Cachero-Martínez, S., & Vázquez-Castielles, R. (2017). Living positive experiences in store: How it influences shopping experience value and satisfaction? Journal of Business Economics and Management, 18(3), 537-553. https://doi.org/10.3846/16111699.2017.1292311

Capuano, N., Gaeta, A., Guarino, G., Miranda, S., & Tomasiello, S. (2016). Enhancing augmented reality with cognitive and knowledge perspectives: A case study in museum exhibitions. Behaviour & Information Technology, 35(11), 968-979. https://doi.org/10.1080/0144929X.2016.1208774

Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia Tools and Applications, 51(1), 341-377. https://doi.org/10.1007/s11042-010-0660-6

Chi, H.-L., Kang, Sh.-Ch., & Wang, X. (2013). Research trends and opportunities of augmented reality applications in architecture, engineering, and construction. Automation in Construction, 33, 116-122. https://doi.org/10.1016/j.autcon.2012.12.017

Cianciarulo, D. (2015). From local traditions to “Augmented Reality”. The MUVIG Museum of Viggiano (Italy). Procedia – Social and Behavioral Sciences, 188, 138-143. https://doi.org/10.1016/j.sbspro.2015.03.349

Davidaviciene, V., Pabedinskaite, A., & Davidavicius, S. (2017). Social Networks in B2B and B2C Communication. Transformations in Business & Economics, 16(1), 69-84.

Dey, A., Billinghurst, M., Lindeman, R. W., & Swan II, J. E. (2016, 19-23 September). A systematic review of usability studies in augmented reality between 2005 and 2014. In 2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct) (pp. 49-50). Merida, Mexico.

Diaz, Ch., Hincapié, M., & Moreno, G. (2015). How the type of content in educative augmented reality application affects the learning experience. Procedia Computer Science, 75, 205-212. https://doi.org/10.1016/j.procs.2015.12.239

Georgiou, Y., & Kyza, E. A. (2017). The development and validation of the ARI Questionnaire: An instrument for measuring immersion in location-based augmented reality settings. International Journal of Human-Computer Studies, 98, 24-37. https://doi.org/10.1016/j.ijhcs.2016.09.014

Javornik, A. (2016). Augmented reality: Research agenda for studying the impact of its media characteristics on consumer behaviour. Journal of Retailing and Consumer Services, 30, 252-261. https://doi.org/10.1016/j.jretconser.2016.02.004

Kipper, G., & Rampolla, J. (2012). Augmented reality: An emerging technologies guide to AR. Amsterdam: Elsevier, Inc., Syngress Publishing.

Ko, S. M., Chang, W. S., & Ji, Y. G. (2013). Usability principles for augmented reality applications in a smartphone environment. International Journal of Human-Computer Interaction, 29(8), 501-515. https://doi.org/10.1080/10447318.2012.722466

Laine, T. H., & Suk, H. J. (2016). Designing mobile augmented reality exergames. Games and Culture, 11(5), 548-580. https://doi.org/10.1177/1555412015572006

Liao, T. (2016). Is It “Augmented Reality”? Contesting boundary work over the definitions and organizing visions for an emerging technology across field-configuring events. Information and Organization, 26(3), 45-62. https://doi.org/10.1016/j.infoandorg.2016.05.001

Liao, T., & Humphreys, L. (2015). Layar-ed places: Using mobile augmented reality to tactically reengage, reproduce, and reappropriate public space. New Media & Society, 17(9), 1418-1435. https://doi.org/10.1177/1461444814527734

Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1994). Augmented reality: A class of displays on the reality-virtuality continuum. Telemanipulator and Telepresence Technologies, 2351, 282-292. https://doi.org/10.1117/12.197321

Mota, J. M., Ruiz-Rube, I., Dodero, J. M., & Arnedillo-Sánchez, I. (2018). Augmented reality mobile app development for all. Computers & Electrical Engineering, 65, 250-260. https://doi.org/10.1016/j.compeleceng.2017.08.025

Nam, Y. (2015). Designing interactive narratives for mobile augmented reality. Cluster Computing, 18(1), 309-320. https://doi.org/10.1007/s10586-014-0354-3

Nielsen, J. (2000). Why you only need to test with 5 Users. NN / g Nielsen Norman Group. Retrieved from https://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users/

Paiva Guimarães, de, M., & Farinazzo Martins, V. (2014, 12-15 May). A checklist to evaluate augmented reality applications. In 2014 XVI Symposium on Virtual and Augmented Reality (pp. 45-52). Piata Salvador, Brazil.

Pantano, E., Rese, A., & Baier, D. (2017). Enhancing the online decision-making process by using augmented reality: A two country comparison of youth markets. Journal of Retailing and Consumer Services, 38, 81-95. https://doi.org/10.1016/j.jretconser.2017.05.011

Rashid, R. A., Mohamed, H., & Hussin, A. R. Ch. (2018). Mobile augmented reality tourism application framework. In F. Saeed, N. Gazem, S. Patnaik, A. S. Saed Balaid, & F. Mohammed (Eds.), Recent trends in information and communication technology. Proceedings of the 2nd International Conference of Reliable Information and Communication Technology (IRICT 2017) (pp. 108-115). Series: Lecture Notes on Data Engineering and Communications Technologies. Vol. 5. Cham: Springer International Publishing AG. https://doi.org/10.1007/978-3-319-59427-9_12

Raudeliūnienė, J., Davidavičienė, V., Tvaronavičienė, M., & Jonuška, L. (2018). Evaluation of advertising campaigns on social media networks. Sustainability, 10(4), 1-14. https://doi.org/10.3390/su10040973

Rauschnabel, Ph. A., Rossmann, A., & Dieck, Tom M. C. (2017). An adoption framework for mobile augmented reality games: The case of Pokémon Go, Computers in Human Behavior, 76, 276-286. https://doi.org/10.1016/j.chb.2017.07.030

Rese, A., Baier, D., Geyer-Schulz, A., & Schreiber, S. (2017). How augmented reality apps are accepted by consumers: A comparative analysis using scales and opinions. Technological Forecasting and Social Change, 124, 306-319. https://doi.org/10.1016/j.techfore.2016.10.010

Santoso, H. B., Schrepp, M., Isal, R. Y. K., Utomo, A. Y., & Priyogi, B. (2016). Measuring user experience of the student-centered e-learning environment. Journal of Educators Online, 13(1), 58-79. https://doi.org/10.9743/JEO.2016.1.5

Scholz, J., & Smith, A. N. (2016). Augmented reality: Designing immersive experiences that maximize consumer engagement. Business Horizons, 59(2), 149-161. https://doi.org/10.1016/j.bushor.2015.10.003

Schrepp, M., Hinderks, A., & Thomaschewski, J. (2014, 22-27 June). Applying the User Experience Questionnaire (UEQ) in different evaluation scenarios. In Design, User Experience, and Usability: Theories, Methods, and Tools for Designing the User Experience (pp. 383-392). A. Marcus (Ed.). Third International Conference, DUXU (International Conference of Design, User Experience, and Usability) 2014, Held as Part of HCI International 2014. Heraklion, Crete, Greece. Proceedings, Part I. Series: Lecture Notes in Computer Science. Vol. 8517. New York: Springer.

Schrepp, M., Hinderks, A., & Thomaschewski, J. (2017). Construction of a Benchmark for the User Experience Questionnaire (UEQ). International Journal of Interactive Multimedia and Artificial Intelligence, 4(4), 40-44. https://doi.org/10.9781/ijimai.2017.445

User Experience Questionnaire. (2018). What does it measure? Retrieved from https://www.ueq-online.org/

Wang, Ch.-H., Chiang, Y.-Ch., & Wang, M.-J. (2015). Evaluation of an augmented reality embedded on-line shopping system. Procedia Manufacturing, 3, 5624-5630. https://doi.org/10.1016/j.promfg.2015.07.766